CannedHeat (MA) vs neonriot (OR)

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  • Опубліковано 6 лют 2025
  • Tough set vs a good Makoto.
    I need to find ways to stop pressure, avoid karakusa, and win the poke game.
    Need to utilize Oro's mobility more to stick and move. Try to frustrate the opponent into making a mistake to capitalize on and then have the execution to make it count. Needed to block more, was always pushing buttons on wakeup and neutral that lose to Makoto's buttons. Quite a few mistimed throws and throw techs. Late jinchu stomps were too late or too early in most cases.
    Game 1 Round 1: Should have kept the unblockable loop going. Was not close enough to stun to end it and meter gain would have been beneficial even if I dropped the loop.
    Game 2 Round 1: Ate so many karakusas. Opponent wasn't afraid to keep going for them because I did nothing to contest.
    Game 3 Round 1: Dropped unblockable due to no 3rd dash. Risky ex dp at end of round.
    Game 3 Round 2: Gambling paid off but I felt it was weighed by risk/reward.
    Game 4 Round 1: Random dp :( Thought they would dash forward but it was a hard, bad read. Bad throw tech at end of round. Knew it was most likely scenario but mistimed it.
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КОМЕНТАРІ • 3

  • @VencabotArchive
    @VencabotArchive 22 дні тому

    I'm sure I don't need to tell you this (since you're G-Type), but the only ways to contest karakusa are to either jump or use throw-invincible attacks. I see that oniyama is throw invincible, as is chicken-kicks. I don't know if jumping would be a good option because I doubt Oro could punish karakusa in that situation. Chicken-kicks or DP would punish, and EX oniyama would even beat her if she pressed a button, so you could really force her to have to think twice about trying to mix you up at all after hayate. If you're afraid she'll block DP, chicken-kicks might be slightly safer.

    • @neonriot4
      @neonriot4  22 дні тому +2

      Ex oniyama is the only version that is throw invincible. She can snatch me up out of any regular oniyama. Both ex oniyama and jinchu (chicken kicks) are big risks because she can punish both severely. I agree though that the risk should be taken just to let em know early that I have that option. I'm assuming wake up back dash at midscreen could work but I might be wrong.
      The animation for the kara-karakusa was a big tell in this set that I didn't react to.

    • @VencabotArchive
      @VencabotArchive 22 дні тому

      @@neonriot4 I saw that Oniyama was throw-invincible on start-up, but now I see that it's throw-vulnerable as soon as it becomes active, so it loses to throws due to priority. Interesting! Looking at the frame data for Oro's backdash, it doesn't look like that'll work to avoid karakusa on wake-up. No idea if it could escape backwards fast enough to escape karakusa after hayate.